Uniform Scaling of the Default Armature Rigs Width (optional feature)
Hello guys. I would like to propose an optional feature that would evenly scale armatures while rigging.
I am not aware if there is a way of doing this besides changing the rig bone type. I believe there are number of benefits from the default type of armature but this new type of armature would also be useful in specific cases.
Current :
Thanks.


4 Comments
Instead of replacing the current bones with your bone type, we should add your bone type as a new option. There are legit reasons to vary bone size based on length. For example, facial rigs need to be visually smaller than arm rigs to be readable. Although, your bones look nice when there isn't too much contrast in bone size & various bone sizes can look weird when rigging certain things.
IMHO it should even more simple/stupid that that: implement the the bone radius - the same as with the b-bones shapes - to any bone shape that have a volume. Let the user do his jam from that. Maybe for a more advanced and automated control, there could be options in some operators (like bone extrusion) to automatically adapt the bone radius or not.
There is issue. If you have big bone (leg) and small one (pinkie), the second one will be too thick. So stick-bones are uniform. On other hand — there should be basic uniform scale + ability to scale bone appearance to have good sizes. ATM i suggest to use rnvelope bones or stick-bones. Sticks are uniform and envelope-bones can be tuned.
* @ Vyacheslav * You have a point. One thing that could be helpful would be having the ability to use these two types of armature at the same time. Including a separate scaling for the armature base(sphere).
This proposed armature is mainly on the general rig composition. Not necessarily human rig but can also be used by setting up the general rig/setup.